My Homebrew for replacing BX/OSE x-in-6 and percentile skills
So after writing this, I read the Specialist for Lamentations of the Flame Princess, and realized that the modularity of what i had written really smacked of that class in general, so I just wanted to say that and preface this by saying that I'm not trying to present James Raggi's work as my own, there's just some big ass coincidences. I don't think it should be an issue but if anyone has problems with it please contact me and I will remove any similarities.
I'm using the placeholder name of Expert right now until I think of something cooler that isn't Specialist
Here are my tweaks to the base x-in-6 skill system of BX/OSE
All rolls for non-experts are done as x-in-12 and rolled on 1d12.
All skills begin at a rating of 1-in-12
All expert skills are done as x-in-12 and rolled on 2d6.
All skills begin at a rating of 3-in-12
Experts start with specific skills that non-experts cannot attempt, which are hiding in shadows, picking locks, and picking pockets. Unless another character has a class that specifically states they may attempt these skills and/or they have gained in-game training or another means of accomplishing said skill, all attempts are to be treated as obvious failures.
Some stats affect skills as well, such as STR modifying OPEN DOORS.
There is a non comprehensive list of skills below, and what their availability is as far as classes.
Experts gain Skill points as they level up at a rate of 6 at level one and 3 at every level beyond that, they may use these to level any of the listed skills, or skills that the player and GM agree upon.
Some classes (Such as barbarian with Climb Sheer Surfaces) will level certain skills as an expert skill due to their relationship to the class progression. The skill chart will be listed with the class.
OPTION: Any player with the time, gold, and access to the pertinent teacher can learn to use a skill, with non specialists still rolling 1d12 and specialists rolling 2d6. Additionally, specialists may use their Skill Points on any skill that the GM deems they have the access and ability to learn and use, with little to no regards to time, and possibly only an initial investment, dependent on circumstance.
Non-experts must seek out training to increase their non-class skills, reflecting the non-linearity of the skills in relation to their class. Experts may also choose to do this.
An example, in a campaign where magic is common, a specialist meets a Mage and pays him well to teach him Rally/Fear, the specialist Gains the ability to use Rally/Fear AND spend skill points on it as he spends his time teaching himself and learning from any resources like books, this reflects the specialists natural aptitude for skills and learning.
For a non specialist learning skills should be very expensive and time consuming, or as a reward for a long quest.
Below is a collected chart of many of the skills listed for OSE, including the alternative Magic skills for the Acolyte and Mage from Carcass Crawler by Gavin Norman.













